I’m getting this error when I bake lights;
Error SpotLight_1 Severe performance loss: Failed to allocate shadowmap channel for stationary light due to overlap - light will fall back to dynamic shadows!
How can I fix this?
I’m getting this error when I bake lights;
Error SpotLight_1 Severe performance loss: Failed to allocate shadowmap channel for stationary light due to overlap - light will fall back to dynamic shadows!
How can I fix this?
Run into the same problem. Only seems to affect some lights of the level tho, rest doesn’t complain about being overlapped.
That happens when you have more than 4 stationary lights overlapping.
Thanks, that’s good to know.
Thanks. ![]()
What about the other 3 point lights and the directional light?
Any light will be counted. You can turn some of them into static lights to fix the issue, sometimes realtime light are not required ![]()
But why is it limited to 4 and not 3 or 5 this cant be a technical limitation right, and is it possible to override this with using custom ini files or console commands maybe?
Only 4 or fewer overlapping stationary lights can have static shadowing, because the lights must be assigned to different channels of a shadowmap texture. This is a graph coloring problem, so there are often fewer than 4 overlapping allowed due to topology. Shadowing cannot affect the overlap test, so the sunlight typically requires a channel from the entire level it is in, even the underground areas. Once the channel limit is reached, additional stationary lights will use whole scene dynamic shadows at a severe performance cost.
It worked
Thanks this helped
Hi ! I just got here for the same problem that was described in the question, but I have another question.
Is there a way to build a map with “faked” lights (like use one light for a zone that normally has two) ?
This issue crashed my app on Android without any good logs inside UE4. Wow, thanks!